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authorBrian Paul <[email protected]>2009-04-06 17:17:52 -0600
committerBrian Paul <[email protected]>2009-04-06 17:18:58 -0600
commit76ac75af8e5481b498981c133836efa2101be2dc (patch)
tree6c76e0be55e7a6c3a4c5b458ebb2aeeed51e0146 /src/mesa/swrast/s_span.c
parentb4c0e1f9e16ba61acd781ed6cbe448460e2b3153 (diff)
swrast: fix secondary color add for glBitmap
Also, clean up the logic involved in choosing per-vertex vs. per-fragment primary+secondary color addition.
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index 08d725c5ebf..07b39666037 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1377,8 +1377,8 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
ASSERT(span->arrayMask & SPAN_RGBA);
- if (!shader) {
- /* Add base and specular colors */
+ if (span->primitive == GL_BITMAP || !swrast->SpecularVertexAdd) {
+ /* Add primary and specular (diffuse + specular) colors */
if (ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {